Magic Item Mother’s Day :

Magic Item Mother’s Day :

Magic Item Mother’s Day :

Vergilius’s Cleaver – Close, Messy, Dangerous

Vergilius’s Cleaver was crafted by (the angels / magi / the deity of rebirth) for a long-dead warrior poet when he set out to enter the lands of the cursed dead to save his lost love. 

It is a forearm long, fairly light for how big it is but with a suspiciously large amount of inertia.  Any fluid, including blood, runs right off it as if it were inherently superhydrophobic.

When it draws blood, in addition to any damage dealt  it cleaves the soul from the creature it hit, which does not kill the creature.  On a plane with reincarnation the soul moves on and begins the rebirthing process.  On a plane without reincarnation the soul might move on, or might linger as a ghost.

(Recommended technique – if a PC has blood drawn by the cleaver, the next time they sleep have them ‘dream’ of a visit to the Black Gate to see what happens to their soul, and what bargains it might make.)

Player souls which do not travel through the Black Gate or find rebirth are treated as NPC ghosts, invisible without the appropriate magics.  Whether they hang around the players or pursue their own objectives is up to the GM.

A creature separated from it’s soul is affected by spells targeting animals, but not by spells affecting ‘people’ inclusively.  An undead creature who lacks a soul is unaffected by the cleaver’s special power.  An undead which is a soul inhabiting a husk is slain outright by any damage the cleaver deals… although it too becomes a ghost, and such a powerful creature may quickly adjust to this new state of affairs.

Normal creatures do not notice their soul leaving.

The Town of Pebble’s Bluff

The Town of Pebble’s Bluff

The Town of Pebble’s Bluff

(An abbreviated setting, taken from my LotFP endeavor)

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The most noticeable feature of the town is the Hanging Man, dangling from a noose in the alley between the General Store and the Burgomeister’s office.  The town is not large, three dozen homes, and when he is awake the moaning can be heard pretty much everywhere within the town’s borders.

Most of the town is abandoned – between the undying criminal and his perpetual moaning, the disappearing children, the dessicated bodies that keep showing up… folks have had enough. 

Figures of note include Hans the Burgomeister, Landholder Stevenson, The Karlson clan, Sven (the hanging man) and the halfling Thiboe. 

Hans – Sharp, soft spoken, looks you in the eye, loyal to his duty.  He knows the town is all but gone, but hopes that if he can resolve the dangers facing it people could be persuaded to return home.  He knows Sven was often in the company of the local Duke, but caught him in town at night, the only stranger anyone had seen since the children started disappearing.  Hans fears the wrath of the Duke.

Stevenson – Animal cunning, land rich, classless, conniving, evil.  Stevenson ignores anyone he doesn’t think can help him.  He is selfish to the core, not only needing more than he has, but needing more than anyone else has.  He does not discuss his dreams, goals, or motivations, and will not hesitate to hurt others to further his gains, no matter how minor.  He does not court disaster like an idiot, but is not risk-adverse when the gains are right.  He bought most of the town and the surrounding fields for pennies on the dollar when the villagers fled.  He wants sharecroppers.  He lives with his mother (88), who he takes care of.  She mutely stares into through anyone entering her small room, her eyes impossibly large in her asymmetric, weathered face.

Karlsons – Papa, Mama, Little Brother, Big Brother, and Sister Karlson might have names, but if they do they’ve never shared them with outsiders.  All of them have a slight stutter, speak with the same measured cadence, and have surprisingly wide vocabularies.  The Karlsons refuse to entertain Stevenson’s offers for their land.  They own the only stream convenient for irrigation – without access to it, Stevenson’ll need to trust the weather for his crops.  The Karlsons looks remarkably alike, even Papa and Mama.  They never speak with anyone outside their family, although they will discuss other people while they are present, which can act as communication of a sort.

Thiboe (short stature, curly dirty blond hair, starving) was originally detained while passing through town, suspected of being involved in the kindernapping.  When another child disappeared while he was locked in Han’s basement he was released.  He has stayed, running his own investigation into what is happening.   He noticed that the better fed residents were the first to disappear and has adjusted his diet accordingly.  He was quite fat when he first arrived in town months ago, however, and still has the excess skin that comes with sudden weight loss.  Thiboe smiles a lot, but only with his mouth.  His eyes are never still, which makes him look somewhat shady.  He does not drink, but his hands shake when alcohol is nearby.

Sven is one of the two Pishtacos living in the immediate area.  The Duke is the other.  Hans was right to detain and attempt to execute him – for all the lack of immediate evidence, he is responsible for kidnapping the kinder and many of the dessicated bodies.  He appears human, except under the direct lighting of a full moon.  Magic and holy items treat him like the sentient undead he is.  Like all Pishtacos he hungers to consume human fat, preferably from a live (or still warm) body.  This is a desire bordering on compulsion, but not strictly  necessity to his survival.   He regenerates from damage, even past ‘death’.  Draining his blood and grinding his bones eventually takes him to -100 hit points, but even in that condition he’ll heal one point every ten minutes.  This does nothing to help him get out of the noose.  He’ll barter desperately, lie about his innocence, taunt the party, threaten the Duke’s wrath, even go so far if nothing else works as to confess and demand they light him on fire. (Which will be agony for him, but will eventually burn through his restraints.)  He ‘sleeps’ about half an hour at a time, waking suddenly with a long, sharp, rasping gasp, followed by choked pleading (if someone is present) or a haunting moan that lasts for hours.  If he gets away he will try to return to the Duke, and sooner or later kill Hans.

The Duke (accented speech, practical, monstrous but satiated enough to entertain guests, does not typically throw his authority around) lives in his large estate / smallish castle with his human assistant Ralph and, until recently, Sven.  They’re fifteen miles from Pebble’s Bluff.  Ralph wanders the home and grounds at night, generally having the run of the place.  He knows ‘something is up’ but doesn’t question much.  The Duke dresses down like a cleaner-than-average commoner and is usually found during the day tending to his gardens, which are massive and impressive.  He has a large hedge maze, thorn bushes cultivated atop his brick fence around his stone residence, a massive garden much larger than he’d need, tobacco and opiate plants for Ralph’s pleasure, etc.  He refrains from being outside, or even in rooms with windows, at night.  Given enough time to discover Sven’s whereabouts, or if told, he will attempt to rescue him, using his authority first and quickly resorting to violence if that fails.

The missing children are detained in the caverns below the estate, a place Ralph is forbidden to go.  The Duke (and until recently Sven) force feed them food from the gardens and harvest them as they desire.  Most are still alive, as Sven had been lucky in his prowling and had been bringing in many bandits, bachelor travelers, and townsfolk who wandered alone in the time preceding his incarceration. 

Shrieking Barker :

Shrieking Barker :

Shrieking Barker :

(See my undead foliage Front for setting details)

Townsfolk (and the occasional unaware adventurer) who foolishly wander into the Forest Blight take Barkers for Ents at first.  Smallish Ents, only about three spans tall, well into their Fall or Winter season.  No Ent makes the noise a Barker does.

They lack throats, or lungs, or vocal cords.  When they move, and a shambling awkward gait is their eternal lot, the shards of bark from which they’re made rub, and crack, and shriek the way ice does just before giving way. 

Their cores have been removed, leaving only the (undead) sheath of (un)living bark that used to be a young tree.  They’ll ignore non-plant persons in favor of traveling onwards to find new places to infect.

Shrieking Barker : 8 hp, 2 armor, 1d6+2 damage, solo or clustered-but-independent

Instincts : Spread contamination, Defend itself

Special Abilities:

A ‘slain’ Barker is no longer a physical, clobbering threat to non-plant life, but its remains continue to display all the characteristics of contaminated plant unlife.

Any hit to (or from) a Barker exposes everything ‘reach’ or closer to the effects of the contamination.

Piercing weapons travel straight through the target, dealing only one point of damage.  They are highly vulnerable to flame.

As a Front component, the Barkers cross roads, follow pollen, and will attempt to avoid fire, granting the Blight more mobility than it would have without them.  There aren’t many of them, but if ignored they’ll trump the ‘mankind beats the Blight with fire and ditches’ stage of the Grim Portents and allow the Blight to take the whole continent.

There’s a four-fold reason for a GM to incorporate these into a game featuring the Blight.  Bonus points to anyone who wants to guess them.

Moon Dial :

Moon Dial :

Moon Dial :

A small charm on a leather strap, meant to be worn around the neck or tied to the wrist, the Moon Dial is a one-of-a-kind timekeeping and directional aid.  It appears to be a simple disk with a collapsing triangular point which can lay flat when not in use but swings up and into the center of the dial face when needed.  At night, with a clear view of the sky (or at least the moon itself), one who knows the time can easily discern direction, and one who knows which way is north can easily figure out what time it is.  It is very faintly magical.

Do not expose it to a solar eclipse. 

SERIOUSLY, DON’T DO IT.   You don’t NEED to know why, it’s safer if you don’t, just avoid it at any cost.

The Fighter’s signature weapon is wrested from his grasp and thrown into the burning building.

The Fighter’s signature weapon is wrested from his grasp and thrown into the burning building.

The Fighter’s signature weapon is wrested from his grasp and thrown into the burning building.

The Wizard’s jaw is shattered as the Armored Orc Emperor drives his iron-clad fist into it.

The Ranger’s panther mistimes it’s leap at the kobald, who dodges suddenly, and she falls into The Decade Chasm.

How often, if ever, are the abilities of your character’s Class Moves hampered or (temporarily?) taken away by GM Hard Moves?  Is this acceptable?  What kind of setup should a GM feel obligated to perform before making such a Hard Move?

Most of the lands in my last game were bronze-age.  The Dwarves had access to Iron and Steel, though.

Most of the lands in my last game were bronze-age.  The Dwarves had access to Iron and Steel, though.

Most of the lands in my last game were bronze-age.  The Dwarves had access to Iron and Steel, though.

Why bother?  Iron helps against the fae, of course, but I also introduced Tetanus.  Aka every iron / steel weapon had a chance of inflicting a disease.

http://en.wikipedia.org/wiki/Tetanus

(I know, rust doesn’t cause tetanus, but it aids the bacteria and was considered to be the source for a while.  I have ‘miasma’ in my games too.)

http://en.wikipedia.org/wiki/Tetanus

Cheater’s Qarajai Spear

Cheater’s Qarajai Spear

Cheater’s Qarajai Spear

The legendary Elder Pointsman of the Slurred Oasis people’s Buzkashi team, Ghano Kheimod, won seventeen straight games in a row before the Sultan brought his court magi to a match to witness for witchcraft or trickery.  And boy, did they find it.  Kheimod’s spear (somewhat resembling a long-handled, thick bladed fishing spear with a single massive barb below the spearhead to keep the goat from breaking free) not only proved strong and more than capable of grabbing a dead goat’s body on the backdraw, but shone like a diamond with magical energies.

The other dozen mounted, armed players on the field proved loyal to the Sultan’s shouted orders.  The goat was cooked, and the game was finished with Kheimod’s body instead.

The spear, obviously worth a half dozen slaves, was sent, it’s blade sheathed in Kheimod’s severed head, back to his tribe as a warning to never court magic or treachery again.  The tribe refused to touch it.  The messenger left it on the ground, where it remained for a week before disappearing in the middle of the night.

It has since been seen in a fishing village a thousand miles away.  In a museum of exotic weapons and tools.  In the hands of a exiled bastard prince of the Frozen Southern Isles.  Who knows where it will be seen next?

When you wield Kheimod’s Thrust, goats and lambs within Near distance travel to wherever you demand (within eyesight)

When you draw blood with Kheimod’s Thrust you may choose to move the target to any other point within Reach distance.  

When you hack and slash with Kheimod’s Thrust against goats or Saytrs deal an extra 1d8 damage.

I’ve posted this before, but on reconsideration I’ve changed the font around (and done some minor syntax tweaks) to…

I’ve posted this before, but on reconsideration I’ve changed the font around (and done some minor syntax tweaks) to…

I’ve posted this before, but on reconsideration I’ve changed the font around (and done some minor syntax tweaks) to make it more readable.

This is the homebrew class I’m happiest with.

https://www.dropbox.com/s/juf3sfjzohm9mqk/TheRock.pdf?dl=0

https://www.dropbox.com/s/juf3sfjzohm9mqk/TheRock.pdf?dl=0

The Faller (8 HP, 2d6 damage [when possessing], invincible, immortal, possessing)

The Faller (8 HP, 2d6 damage [when possessing], invincible, immortal, possessing)

The Faller (8 HP, 2d6 damage [when possessing], invincible, immortal, possessing)

Instincts : To ruin, To murder, To rule

Fallers have no corporeal body.  When they fall from the sky, most are destroyed or cursed to a mundane existence within an inanimate object.  Some are able to steer their essence into a living creature, though, and gain agency by denying their host theirs. 

A party will most likely encounter a Faller in the form of a wild animal who has become legend within a community for its viciousness, cunning, and wily evasion.  (Source material to consider : Ghost in the Darkness, any werewolf story that focuses on the villagers)  Occasionally a rash of murders in a city might be attributable to a Faller.   These are particularly dangerous times, as finding and serving justice to the murderer will only delay the Faller until he finds a new host.  Usually the guard or dangerous would-be-victim who would stop them, sometimes a gravedigger or priest who tends to the body.

When the body a Faller resides in dies, the Faller may transfer itself into any creature or person who touches the corpse.  There is no visible element to the transfer, although the new host of all but the most experienced Fallers usually loses any accent or vocal affectations and develops a new gait.

Custom moves :

Possessed:

When you have a Faller inside you and make camp or rest, roll + CHA. 

On a 10+ you drive the thing back and it holds no sway over you for now.  Take + 1 forward to your next test against the Faller.

On a 7-9, the Faller (through the GM) will tell you to do something horrible sometime in the next day or so.  If you do it, take XP.

On a miss, at some point in the next day or so you will blank out and come to having just done something atrocious.  Take XP.